DM Handout - Encounter 1 Earlier Barricade Walkthrough
Act 1 Combat Walkthrough
Encounter 1 — Strengthened First Watch Patrol · Pathfinder 1E Teaching Example
This handout walks a new GM through the first major combat beneath the Bridge of Kridorfrost. The party has descended from the town-assisted fixed ropes, crossed slick river rock, found the off-channel sinkhole, rigged a second pitch, and reached the sub-river shelf. The moment the last PC lands, the strengthened watch patrol attacks.
The example assumes a six-PC level 1 party using the current roster: Auren the rogue pirate, Nemeia the undine sea witch, Brakkus the dwarf gunslinger, Thoros the hunter with monitor lizard companion Grask, Sister Caldris the warpriest, and either Kharzug the hobgoblin bloodrager or another frontline PC. If Kharzug is an alternate instead of present, use Caldris and Grask as the main front line.
Teaching Goals for the GM
- Show how initiative determines the order of turns.
- Demonstrate movement, standard actions, move actions, swift actions, attacks of opportunity, and ready actions.
- Use terrain: cover, slick stone, difficult terrain, ledges, rope lines, and partial darkness.
- Make the kobold runner feel like a mission objective, not just another monster.
- Show that going below 0 hp usually means unconscious and dying, not instantly dead.
- Model how the PCs and monsters flow around one another during the first four rounds.
Encounter Setup
Location
The sub-river entry shelf is below the side eddy of the Noyrus River. The main river does not pour directly into the sinkhole. Instead, a portion of the eddy drains down the broken stone, making the area slick, wet, noisy, and treacherous. The floor is not submerged, but trickling runoff and mud make footing difficult.
Battle Map
Terrain Rules
| Feature | Rule Use | GM Note |
|---|---|---|
| Slick stone | Acrobatics DC 11 when charging, running, or moving faster than half speed. | On failure, the creature falls prone in its current square. |
| Trickling runoff | Difficult terrain. | Costs 2 squares of movement for each square entered. Charging through it is not allowed. |
| Broken wall | Cover. | Usually +4 AC vs ranged attacks if the wall blocks part of the target. |
| Dim spray and darkness | Concealment may apply in corners. | Use sparingly in the first teaching fight. |
| Flood fissure | Hazard. | Falling in is not instant death. It triggers Swim or Climb checks to escape. |
| Ropes | Interactable terrain. | Climb DC 5–10 depending wetness; can be cut, grabbed, or used for cover. |
Strengthened Enemy Patrol
This version is stronger than the first draft. It gives the defenders more durability, improves the runner, and creates a more tactical first encounter for a six-PC group.
Enemy Roster
| Enemy | Count | Role | Approx. Use |
|---|---|---|---|
| Goblin Rock-Skirmishers | 4 | Ranged harassment | Use cover, shoot, withdraw if engaged. |
| Goblin Blades | 2 | Melee flank guards | Protect the bugbear and intercept climbers. |
| Bugbear Enforcer | 1 | Frontline blocker | Holds the shelf gap while supported by goblin blades. |
| Kobold Ridge-Runner | 1 | Alarm objective | Hardier runner with shield, potion, and escape plan. |
Simplified Stat Blocks for Teaching
Goblin Rock-Skirmisher
AC 16, touch 13, flat-footed 13; hp 7 each; Init +3
Fort +0, Ref +5, Will -1; Speed 30 ft.
Shortbow +4 ranged (1d4/×3); dogslicer +2 melee (1d4/19–20)
Skills Stealth +10, Acrobatics +7, Perception +1
Tactics stay behind stones, shoot the witch/gunslinger if visible, retreat when engaged.
Goblin Blade
AC 17, touch 13, flat-footed 14; hp 8 each; Init +2
Fort +2, Ref +4, Will -1; Speed 30 ft.
Shortsword +4 melee (1d6+1); Shield Bash +2 melee (1d3)
Gear leather armor, light wooden shield.
Tactics flank for the bugbear, attack climbers, and block narrow approaches.
Bugbear Enforcer
AC 17, touch 12, flat-footed 15; hp 22; Init +2
Fort +4, Ref +4, Will +1; Speed 30 ft.
Morningstar +5 melee (1d8+4); javelin +3 ranged (1d6+3)
Skills Stealth +8, Intimidate +5, Perception +5
Tactics blocks the shelf gap, hits anyone who rushes the kobold, bullies prone targets, withdraws if reduced below 6 hp.
Kobold Ridge-Runner
AC 18, touch 14, flat-footed 15; hp 11; Init +4
Fort +1, Ref +5, Will +1; Speed 30 ft.
Spear +2 melee (1d6-1); sling +5 ranged (1d3-1)
Gear buckler, leather armor, signal whistle, one potion of cure light wounds.
Skills Stealth +12, Acrobatics +8, Climb +6, Escape Artist +7
Tactics uses total defense in round 1 if threatened, then withdraws or double moves toward the deeper trail. If reduced below 5 hp and not blocked, drinks potion or flees.
PC Reference for the Example
The following simplified PC values are used for this teaching walkthrough. Adjust to actual player sheets at the table.
| PC | Relevant Combat Role | Useful Example Numbers |
|---|---|---|
| Auren, rogue | Scout / flanker | Init +4, AC 16, rapier +4, sneak attack +1d6, Acrobatics +8 |
| Nemeia, witch | Control caster | Init +2, AC 12, Slumber hex DC 15, Evil Eye, crossbow +2 |
| Brakkus, gunslinger | Ranged burst | Init +3, AC 17, pistol +5 vs touch AC, damage 1d8 |
| Thoros, hunter | Skirmisher / archer | Init +2, longbow +3, falchion +3, animal focus |
| Grask, monitor lizard | Companion / melee pressure | Init +2, AC 16, bite +3, damage 1d6+1 plus grab if used |
| Caldris, warpriest | Divine frontliner | Init +1, AC 17, heavy spiked mace +3, bless, divine favor, fervor |
| Kharzug, bloodrager | Hard frontliner / reach | Init +1, AC 18, glaive +5, bloodrage as free action when starting his turn |
Pre-Combat Skill Checks
Before initiative, allow the party a chance to notice signs of the ambush while they descend and land on the lower shelf.
Suggested Checks
| Check | DC | Success | Failure |
|---|---|---|---|
| Perception | 15 | Hear a pebble shift near G2 or see a goblin bow-tip. | The party is not surprised, but the goblins begin in strong cover. |
| Survival | 13 | Notice fresh tracks leading toward the broken wall and crawl gap. | Tracks are found after combat instead. |
| Knowledge (engineering) | 12 | Identify safest landing zone and avoid starting in difficult terrain. | One PC starts in runoff difficult terrain. |
| Stealth by enemies | Opposed by Perception | Goblins remain hidden until they attack. | Spotted before combat. |
Example Results
| Character | Roll | Total | Outcome |
|---|---|---|---|
| Auren Perception +7 | 8 | 15 | Spots movement near broken stones. |
| Vaelith or Nemeia Perception +4 | 9 | 13 | Hears scrape but cannot place it. |
| Thoros Survival +8 | 6 | 14 | Notices fresh small tracks toward the crawl gap. |
Initiative Example
Here is one sample initiative order using rolled values. You can use this exact order for a teaching run.
| Combatant | Roll | Modifier | Total |
|---|---|---|---|
| Kobold Ridge-Runner | 16 | +4 | 20 |
| Auren | 15 | +4 | 19 |
| Goblin Rock-Skirmishers | 14 | +3 | 17 |
| Brakkus | 13 | +3 | 16 |
| Nemeia | 12 | +2 | 14 |
| Thoros | 10 | +2 | 12 |
| Grask | 9 | +2 | 11 |
| Bugbear Enforcer | 8 | +2 | 10 |
| Caldris | 7 | +1 | 8 |
| Kharzug | 6 | +1 | 7 |
Round 1 Walkthrough
Start of Round 1
The PCs are clustered near the entry ledge. The goblins are in partial cover. The bugbear blocks the shelf gap while two goblin blades guard each flank. The kobold runner is near the crawl gap but has not fled yet.
Kobold Ridge-Runner, Initiative 20
The kobold sees armored adventurers land and realizes this is not a normal lost worker group. It uses a standard action for total defense, increasing its AC by +4 until its next turn. Its AC becomes 22. Then it uses a move action to shift 20 ft. toward the deeper trail while staying behind cover.
GM note: total defense is a standard action. The kobold cannot attack this round, but it becomes harder to hit.
Auren, Initiative 19
Auren wants to stop the runner. He moves 20 ft. across slick stone toward the broken wall. Because he moves at normal speed across slick stone, the GM calls for Acrobatics DC 11.
Roll: d20 = 7 + Acrobatics 8 = 15. Success.
He uses his standard action to throw a dagger at the kobold. The kobold has cover and total defense: AC 22.
Attack: d20 = 14 + ranged attack 4 = 18. Miss.
The dagger clatters against the stone beside the kobold.
Goblin Rock-Skirmishers, Initiative 17
Four goblins shoot from cover. Two fire at Nemeia, one at Brakkus, one at Auren.
| Goblin | Target | Attack Roll | Result | Damage |
|---|---|---|---|---|
| G1 | Nemeia AC 12 | d20 11 + 4 = 15 | Hit | 1d4 = 3 |
| G2 | Nemeia AC 12 | d20 5 + 4 = 9 | Miss | — |
| G3 | Brakkus AC 17 | d20 16 + 4 = 20 | Hit | 1d4 = 2 |
| G4 | Auren AC 16 | d20 13 + 4 = 17 | Hit | 1d4 = 4 |
Damage update: Nemeia takes 3 hp, Brakkus takes 2 hp, Auren takes 4 hp.
Brakkus, Initiative 16
Brakkus draws bead on G3 behind broken stones. Because the goblin has cover, the GM gives it +4 AC. Brakkus fires his pistol within first range increment, targeting touch AC, but cover still applies.
Target touch AC: Goblin touch 13 + cover 4 = 17.
Attack: d20 = 12 + pistol 5 = 17. Hit exactly.
Damage: 1d8 = 6. G3 has 7 hp, reduced to 1 hp.
The shot blasts stone chips across the goblin’s face and nearly drops it.
Nemeia, Initiative 14
Nemeia uses her Slumber hex on the bugbear enforcer. Hexes are supernatural abilities unless specified otherwise. Slumber allows a Will save.
Bugbear Will Save: d20 = 15 + Will 1 = 16 vs DC 15. Success.
The bugbear snarls, shakes off the drowning lullaby, and remains awake.
Thoros, Initiative 12
Thoros uses a swift action for animal focus, granting bull to Grask for extra Strength. Then he fires his longbow at wounded G3.
Attack vs cover: d20 = 10 + longbow 3 = 13 vs AC 20 with cover. Miss.
GM note: swift actions are quick special actions. A character can usually take one swift action per turn, but not every character has something useful to do with one.
Grask, Initiative 11
Grask moves forward 30 ft. toward the bugbear but cannot reach due to difficult terrain and the narrow shelf. It ends near the broken wall, threatening a future flank.
Bugbear Enforcer, Initiative 10
The bugbear advances 10 ft. to strike Grask, choosing the animal because it is closest and dangerous. It swings its morningstar.
Attack: d20 = 13 + 5 = 18 vs Grask AC 16. Hit.
Damage: 1d8 = 5 + 4 = 9. Grask has 11 hp, reduced to 2 hp.
The monitor lizard is badly hurt but still standing.
Caldris, Initiative 8
Caldris casts bless, using a standard action. Allies gain +1 morale bonus on attack rolls and saves against fear.
She uses her move action to step toward Grask and the bugbear, but does not reach melee yet.
Kharzug, Initiative 7
Kharzug enters bloodrage at the start of his turn. He moves up behind Grask and attacks the bugbear with reach from behind the monitor lizard.
Attack: d20 = 11 + rage glaive 7 + bless 1 = 19 vs bugbear AC 17. Hit.
Damage: 1d10 = 6 + 9 = 15. Bugbear hp 22 → 7.
The bugbear staggers but remains standing.
Round 2 Walkthrough
Start of Round 2
The kobold is still alive and trying to escape. The bugbear is badly wounded. Grask is at 2 hp and in serious danger. One goblin is nearly down.
Kobold Ridge-Runner
The kobold’s total defense from last round has ended. It wants to flee. It uses a withdraw action as a full-round action, moving away without provoking from the first square it leaves.
It moves 60 ft. down the deeper trail. If not stopped next round, it reaches the alarm cord.
GM note: withdraw is useful for retreat. It does not make a creature immune to every attack of opportunity, but the first square it leaves is safe.
Auren
Auren cannot reach the kobold in melee, but he can chase. He moves 30 ft. across slick ground. Because he is moving quickly through slick stone, Acrobatics DC 11 applies.
Roll: d20 = 3 + 8 = 11. Barely succeeds.
He throws another dagger at the fleeing kobold. Range and cover apply lightly; GM sets effective AC 18.
Attack: d20 = 17 + 4 + bless 1 = 22. Hit.
Damage: 1d4 = 2 + Str 1 = 3. Kobold hp 11 → 8.
Goblin Rock-Skirmishers
G3, at 1 hp, ducks fully behind cover and drinks a stolen vial of weak spirits instead of attacking. The other three fire.
| Goblin | Target | Attack | Result | Damage |
|---|---|---|---|---|
| G1 | Caldris AC 17 | d20 18 + 4 = 22 | Hit | 1d4 = 2 |
| G2 | Nemeia AC 12 | d20 9 + 4 = 13 | Hit | 1d4 = 1 |
| G4 | Kharzug AC 18 | d20 12 + 4 = 16 | Miss | — |
Brakkus
Brakkus uses a move action to reload his pistol. Then he fires at G1.
Attack vs touch with cover: d20 = 9 + 5 + bless 1 = 15. If G1 has touch AC 13 and cover +4, target is 17. Miss.
The shot cracks against the broken wall.
Nemeia
Nemeia uses Evil Eye on the bugbear, choosing AC to help allies finish it. The bugbear gets a Will save.
Will Save: d20 = 6 + 1 = 7. Failure.
The bugbear takes -2 AC for several rounds. Its AC effectively drops from 17 to 15.
Thoros
Thoros sees Grask is near death. He casts cure light wounds on Grask, moving carefully adjacent first.
Healing: 1d8 = 5 + caster level 1 = 6. Grask hp 2 → 8.
Grask
Grask bites the bugbear. Because the bugbear’s AC has been reduced by Evil Eye, this is more likely to land.
Attack: d20 = 12 + bite 3 + bless 1 = 16 vs AC 15. Hit.
Damage: 1d6 = 4 + 1 = 5. Bugbear hp 7 → 2.
Bugbear Enforcer
The bugbear is badly hurt. It chooses to fight defensively and swing at Grask, hoping to drop the animal.
Fight defensively: -4 attack, +2 AC.
Attack: d20 = 15 + 5 - 4 = 16 vs Grask AC 16. Hit exactly.
Damage: 1d8 = 2 + 4 = 6. Grask hp 8 → 2.
Caldris
Caldris steps in and attacks the bugbear with her heavy spiked mace.
Attack: d20 = 10 + 3 + bless 1 = 14. Bugbear AC is 15 from Evil Eye but +2 from fighting defensively, back to 17. Miss.
Kharzug
Kharzug continues bloodraging. He attacks with glaive.
Attack: d20 = 8 + 7 + bless 1 = 16. Bugbear AC 17 due to fighting defensively. Miss.
The bugbear survives round 2 by fighting defensively.
Round 3 Walkthrough
Start of Round 3
The kobold is one round from raising the alarm. The bugbear is nearly dead. The goblins are still a threat because they are using cover and forcing the party to split attention.
Kobold Ridge-Runner
The kobold reaches the alarm cord and uses a standard action to pull it unless stopped. Since Auren wounded but did not stop it, the kobold pulls the cord.
Result: a clattering bone-and-metal alarm echoes deeper into the sinkhole. Future enemies are alerted.
The kobold uses its move action to duck behind a crawl gap, gaining cover.
Auren
Auren attempts to finish the kobold before it fully escapes. He moves 20 ft., then throws a dagger through partial cover.
Attack: d20 = 16 + 4 + bless 1 = 21 vs AC 18. Hit.
Damage: 1d4 = 4 + 1 = 5. Kobold hp 8 → 3.
The kobold is badly wounded but still alive.
Goblin Rock-Skirmishers
The goblins begin to panic because the bugbear is nearly down, but the alarm has sounded. G1 and G2 fire, G3 retreats, G4 attempts to shoot Grask.
| Goblin | Action | Result |
|---|---|---|
| G1 | Shoots Brakkus | d20 7 + 4 = 11, miss. |
| G2 | Shoots Nemeia | d20 15 + 4 = 19, hit for 1d4 = 3. |
| G3 | Withdraws deeper | Leaves fight at 1 hp. |
| G4 | Shoots Grask | d20 14 + 4 = 18, hit for 1d4 = 2. |
Grask hp 2 → 0. Grask is disabled, not dead. This follows the Round 2 healing sequence: Thoros healed Grask from 2 to 8 hp, then the bugbear hit Grask for 6 damage, bringing him back down to 2 hp before the goblin arrow drops him to 0.
Brakkus
Brakkus reloads and fires at G2, who just hit Nemeia.
Attack: d20 = 18 + 5 + bless 1 = 24 vs touch AC with cover 17. Hit.
Damage: 1d8 = 7. G2 has 7 hp and drops to 0.
G2 collapses behind the stones.
Nemeia
Nemeia is hurt and wants to stop the bugbear. She uses Slumber again on the bugbear if allowed by target limitations at your table, or targets G1 instead. For this teaching example, she targets G1 with Slumber.
G1 Will Save: d20 = 4 - 1 = 3 vs DC 15. Failure.
G1 falls asleep.
Rule note: sleeping creatures are helpless. Attacking them can wake them, and allies may try to wake them as a standard action.
Thoros
Thoros must decide: heal Grask or shoot the bugbear. He chooses to protect his companion and casts cure light wounds.
Healing: 1d8 = 2 + 1 = 3. Grask hp 0 → 3.
Grask
Grask is healed but badly wounded. Thoros commands it to withdraw rather than attack. Grask takes a move action to retreat behind Caldris.
Bugbear Enforcer
The bugbear sees the fight turning. It uses a withdraw action to retreat toward the deeper trail, trying to follow the kobold. Because it withdraws, it avoids attacks from the first square it leaves.
GM note: if Kharzug has reach and the bugbear leaves a later threatened square, an attack of opportunity might still apply depending exact positioning. For teaching simplicity, allow the bugbear to withdraw cleanly this time.
Caldris
Caldris uses her move action to pursue, but cannot quite reach the bugbear due to difficult terrain. She uses her standard action to channel divine resolve into a thrown javelin if available, or simply double-moves to close. In this example, she double-moves to block the exit next round.
Kharzug
Kharzug charges only if the line is clear. The runoff is difficult terrain, so he cannot charge through it. Instead, he moves and attacks if within reach.
Attack: d20 = 13 + 7 + bless 1 = 21 vs bugbear AC 15 from Evil Eye. Hit.
Damage: 1d10 = 3 + 9 = 12. Bugbear hp 2 → -10.
The bugbear collapses hard, bleeding out near the trail.
Round 4 Walkthrough
Start of Round 4
The bugbear is down. One goblin is asleep, one dropped, one fled wounded, and one remains active. The kobold has sounded the alarm but is badly wounded and trying to escape through a crawl gap. The PCs now decide whether to secure the field, capture enemies, or chase.
Kobold Ridge-Runner
The kobold uses a move action to crawl into the gap. Because it is squeezing through a tight space, its movement is reduced. It then drinks its potion of cure light wounds as a standard action if it has enough cover.
Healing: 1d8 = 6 + 1 = 7. Kobold hp 3 → 10.
The kobold is now likely to escape unless a PC pursues immediately.
Auren
Auren reaches the crawl gap and tries to squeeze after the kobold. The GM asks for Escape Artist or Acrobatics DC 13 due to tight wet stone.
Roll: d20 = 12 + Acrobatics 8 = 20. Success.
He uses his standard action to attack with rapier if adjacent through the gap, but squeezing may impose penalties. The GM gives the kobold cover.
Attack: d20 = 9 + rapier 4 + bless 1 = 14. Miss vs kobold AC with cover.
Remaining Goblins
G4 sees the bugbear fall and decides to flee. It uses withdraw to retreat toward the trail. G1 remains asleep. G2 is at 0 or down. G3 already fled.
Brakkus
Brakkus can shoot the fleeing G4 or cover Auren. He chooses G4 to prevent more warning.
Reload: move action.
Attack: d20 = 10 + 5 + bless 1 = 16 vs touch AC 13, no cover now. Hit.
Damage: 1d8 = 5. G4 hp 7 → 2.
G4 staggers but keeps moving.
Nemeia
Nemeia uses Evil Eye on the kobold, choosing AC, hoping Auren can finish it next round.
Kobold Will Save: d20 = 11 + 1 = 12 vs DC 15. Failure.
Kobold takes -2 AC.
Thoros and Grask
Thoros keeps Grask back due to low hp and fires at G4.
Attack: d20 = 13 + longbow 3 + bless 1 = 17. Hit.
Damage: 1d8 = 6. G4 drops below 0 and falls.
Caldris
Caldris moves to the bugbear and checks if it is alive. It is at -10. If its Constitution is 14, it is not dead until -14. She can stabilize it with Heal DC 15 if the party wants a prisoner.
Heal check: d20 = 9 + Heal 7 = 16. Success.
The bugbear stops bleeding and can be questioned later.
Kharzug
Kharzug ends bloodrage. When bloodrage ends, he loses the temporary Constitution bonus and may be fatigued depending class rules and level.
He moves to guard the deeper trail instead of chasing into the crawl gap, preventing reinforcements from easily rushing the party.
Aftermath and Consequences
Possible Outcomes
| Outcome | Consequence |
|---|---|
| Kobold escapes after sounding alarm | Encounter 2 gains the falling-rock snare and raiders start in better positions. |
| Kobold killed before alarm | Encounter 2 starts normally; raiders are surprised by the party’s speed. |
| Bugbear captured | Can reveal Grath One-Eye, raider trails, and “deeper places we do not go.” |
| Goblin captured | Can reveal surface raid routes and stolen goods cache. |
| Party retreats | Raiders loot the entry shelf, cut some ropes, and prepare more hazards. |
Sample Interrogation Clues
- “Grath owns the lower shelf. Nobody raids without his mark.”
- “The little scaled one was going to ring bone. Bone means hide. Hide means arrows ready.”
- “We go up for goats, rope, iron, food. We do not go down past the black crack.”
- “Something under the old stones takes scouts. Grath says leave it hungry.”
Treasure Suggestions
| Location | Treasure |
|---|---|
| Goblin cover pile | 12 arrows, 3 shortbows, crude chalk map of ledges. |
| Kobold kit | Signal whistle, tiny bone alarm token, 1 potion vial if not used. |
| Bugbear belt | Bridge worker’s brass tool tag, 18 gp, iron key to scrap shelf. |
Rules Cheat Sheet for New GMs
| Rule | Simple Explanation |
|---|---|
| Initiative | Everyone rolls d20 + initiative. Highest result acts first. |
| Standard Action | Usually one attack, cast one spell, use a hex, drink a potion, or total defense. |
| Move Action | Move up to speed, draw a weapon while moving if BAB allows, stand from prone, reload some weapons. |
| Swift Action | A very quick special action. Usually only class abilities use this at low level. |
| Full-Round Action | Uses most of the turn. Charge, withdraw, or full attack are examples. |
| Cover | Usually +4 AC against ranged attacks if a wall or object blocks part of the target. |
| Difficult Terrain | Costs double movement; generally prevents charging. |
| Prone | Harder to fight; standing usually provokes attacks of opportunity. |
| Attack of Opportunity | A free melee attack triggered by certain risky actions, such as leaving a threatened square. |
| 0 hp | Disabled. Can act carefully but risks falling unconscious. |
| Below 0 hp | Unconscious and dying. Lose 1 hp per round unless stabilized. |
| Death | A creature usually dies when negative hp equals or exceeds its Constitution score. |
| Stabilize | Heal DC 15 or magical healing can stop a dying creature from losing hp. |